3D Modelling for Games: Session 20 (01/03/2018)
Due to the dandruff-like snow and our countryās inability to cope with it all lessons were cancelled today. Thankfully though the majority of tutors were still in and available, including Paul, Ewan, and Dave from the previous year. As expected, I was the only one to show up. Understandable really considering most live in farmlands and equally uninhabitable areas (seriously, move to a real place people!)
Joking aside, I had a slightly productive session. Choosing to dedicate one last four hour slot to the 1989 Batwing, my focus was on some of the details in the mesh, mainly through the use of booleans. The front cannons, front exhaust, and missile launcher were the areas I implemented, and itās now becoming clearer and clearer that I simply wonātĀ get this finished in time. Itās far too complex a mesh, and letās face it, Iām not a great modeller. Even if this turns out to be a masterpiece, Iām at the very least a slowĀ modeller, which is still essentially a bad one as far as industry standards are concerned.
Iāve messed up massively with the front cannons. As theĀ āearsā werenāt modelled properly, the housing chamber now looks like the imprint a broken pen would make in a pile of glue. Inserting new edge loops to accommodate the cylinder has proven to be a pain, as it has with almost every new addition to the mesh. Obviously I shouldāve looked for the reference toy much earlier, as many elements are much easier to figure out now. Too little, too late though at this point.
The exhaust ports are actually coming along quite well considering. It doesnāt look like much right now but Iāve made a bit of headway with it, which is encouraging. Issues have arisen though again due to the new edge loops. Additionally, many parts of the mesh now have to be resculpted around this due to the changes itās made in the main body.
Finally, we have the missile launchers. Not nearly as complicated as the others, itās been just as tedious. Once the edge loops are complete Iāll also need to add in a lip, as with the others, so as to preserve the integrity of the mesh when it comes to smoothing.
Paul actually came in at a couple of points to see how I was getting on, and provide me with feedback for Batwing Forever. The topology was praised for the cleanliness and efficiency, and the the use of emissive channels was also praised. However, the flat colour issue reared its head again. Suggestions for improvement include adding wear and tear, and a few more panel details. As itās practically finished, I suppose I could experiment with stamping on a few height maps here and there to see how it comes out. Obviously this will take it further away from the clean, sleek look of the source material, however itās not about authenticity, itās about getting a good mark!
Additionally, he had a look over the 1989 Batwing I was working on. He gave me a few tips and a couple of new tools to utilise. A combination of selection constraints and the scale tool can smooth out the creases that have been an issue since the start, andĀ āappend to polygonā shouldĀ make cleaning up the bottom of the mesh slightly easier. In theory.
Next time Iāll need to work on the front lights a little bit again, as Iāve messed it up without realising, but it may have needed an extra edge loop or two anyway to maintain the rigidness of the area when it comes to smoothing it.